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Stretch Goals: What would you like to see?

SorninSornin Member Posts: 1,133

Right now we have a fairly hazy picture of what Camelot Unchained will feature at release. We know there will be three realms, it will primarily have RvR with very little PvE, and crafting and player-built housing will be key features. We also know there are around 4-5 classes planned for each realm, and there may be stealth. Past that, it is a bit of a mystery.

All that being said, as little as we know about the game, we probably have a decent idea of what presently is out of scope. This is where stretch goals come in! If Camelot Unchained exceeds its target funding, it will likely have stretch goal targets that will add content/features above and beyond what the minimum funding would allow. What are some stretch goals you would like to see? Be bold - there are no wrong answers!

Myself, I would like to see:

Dynamic Weather System

I would like to see the weather change and have it impact the world. Maybe when it rains the ground is slicker and buildings are harder to scale in a siege? Or, in a storm, maybe water and lightning magic is more powerful? If it is sunny and hot, maybe you cannot run as long? These are some quick possibilities, better ways to use this system would exist.

Full Day/Night Cycle

I believe Mark mentioned this on the forums already. Bring back real nights! EverQuest did this properly; at night, if you did not have a light source or had some sort of special vision (infravision or ultravision), it was truly dark. This was bloody fantastic. I played a Human Paladin and it made the world so much more realistic and, more importantly, dangerous! This would be of great use in RvR. Do you wait to attack at night and use the cover of dark to your advantage?

Better Visual Customizations

Most MMORPGs these days launch with horrible visual customization. Your armour and weapons will look the same for ten levels at a time, only changing their models a few times. They may be reskinned once or twice in those ten levels. Character creation is often stripped down, too. If there is enough funding, I would be quite happy to see some money kicked into great character creation and having equipment look different and great. Being able to create guild symbols to put on tabards and cloaks, and maybe even war banners would be cool, too.

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Comments

  • StonemasonStonemason Member UncommonPosts: 26
    I think the stretch goals should be an extra 1 or 2 classes per realm. The more depth in class choices the better. I like all three of your ideas. The full day/night cycle was mentioned by Mark at some point, however, really fleshing out some new class types is where I would like to see the overfunding being spent. And i do believe the KS will overfund. Not day one but definately before it closes. Which brings up a question, How long will the KS be active?
  • RealLifeGobboRealLifeGobbo Member Posts: 218


    Originally posted by Sornin
    Right now we have a fairly hazy picture of what Camelot Unchained will feature at release. We know there will be three realms, it will primarily have RvR with very little PvE, and crafting and player-built housing will be key features. We also know there are around 4-5 classes planned for each realm, and there may be stealth. Past that, it is a bit of a mystery.All that being said, as little as we know about the game, we probably have a decent idea of what presently is out of scope. This is where stretch goals come in! If Camelot Unchained exceeds its target funding, it will likely have stretch goal targets that will add content/features above and beyond what the minimum funding would allow. What are some stretch goals you would like to see? Be bold - there are no wrong answers!Myself, I would like to see:Dynamic Weather SystemI would like to see the weather change and have it impact the world. Maybe when it rains the ground is slicker and buildings are harder to scale in a siege? Or, in a storm, maybe water and lightning magic is more powerful? If it is sunny and hot, maybe you cannot run as long? These are some quick possibilities, better ways to use this system would exist.Full Day/Night CycleI believe Mark mentioned this on the forums already. Bring back real nights! EverQuest did this properly; at night, if you did not have a light source or had some sort of special vision (infravision or ultravision), it was truly dark. This was bloody fantastic. I played a Human Paladin and it made the world so much more realistic and, more importantly, dangerous! This would be of great use in RvR. Do you wait to attack at night and use the cover of dark to your advantage?Better Visual CustomizationsMost MMORPGs these days launch with horrible visual customization. Your armour and weapons will look the same for ten levels at a time, only changing their models a few times. They may be reskinned once or twice in those ten levels. Character creation is often stripped down, too. If there is enough funding, I would be quite happy to see some money kicked into great character creation and having equipment look different and great. Being able to create guild symbols to put on tabards and cloaks, and maybe even war banners would be cool, too.

    I agree this is the type of things we should be looking into! :-) I do believe MJ already said that both CU will have a Dynamic Weather System and Full Day/Night Cycle during the GameBreaker interview. Personally, I can't wait for it, since it can effect the gameplay dramatically. I want to see it in all it's glory, including fog you can't even see a foot in front of you!

    Anyways, back on track! Better Visual Customizations would be awesome. As a Crafter, I would love to say make a sword, but have like 100 different hilt and blade options to choose from. I would also like tons of dye options!

    Another cool stretch goal could be more classes. I am an Altoholic and would love to have more options or maybe have more options in the class. Maybe some interactive in-game features like being able to play a game of chess, checkers, etc on a table in an Inn or being able to play (interact) some instruments, such as lute, lyre, piano, etc in the inn.

    Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs

  • redcappredcapp Member Posts: 722
    A thoroughly fleshed out weather system would be a cool stretch goal.  IMO, the other two should be targets for release regardless, though.
  • KappenWizKappenWiz Member UncommonPosts: 162

    Can't see how guild symbols won't be included. They had them in Dark Age and they really helped guilds identify themselves. Even symbols rendered close to that graphical scale would be better then none.

    As for the customizable skins and such, that's all in consideration of framerate. Every visually unique item has to be rendered, so if two players have different hammers, that's twice as much rendering. You can see how fast that would make for a lot of work if everyone had tons of customizable slots.

    Good framerates are a clearly stated priority, so we'll have to see how much customization can go in.

  • StilerStiler Member Posts: 599

    Extra Races/Classes

    More in depth crafting system

     

  • meddyckmeddyck Member UncommonPosts: 1,282

    I'm not sure more classes is even the kind of thing where you can just throw more money at it. But if it is, then definitely more classes would be my #1 choice for a stretch goal.

    I think I read somewhere that they are planning 3 races per realm at release. Hire a few more artists and double that as a stretch goal.

    Day and night cycle sounds pretty easy to program so I would expect that would be part of the initial funding. I just hope the night isn't too dark and/or that there is an in game gamma adjustment. I had to actually bump up gamma in my vid card drivers back when I played DAOC so that my eyes didn't fall out trying to see at night.

    Realistic weather... eh. I'm not sure that would really be fun. I'd be okay with it if it were strictly visual I guess. It wouldn't be my choice for a stretch goal though.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • Plastic-MetalPlastic-Metal Member Posts: 405
    As Stiler and Meddyk mentioned, I'd like to see additional classes, races, and overall depth to the crafting and siege departments.

    My name is Plastic-Metal and my name is an oxymoron.

    image

  • IlayaIlaya Member UncommonPosts: 661
  • DaizeddDaizedd Member Posts: 142
    Originally posted by Ilaya
    The whole PvE which DaoC had.

    No thanks.

    The whole idea behind CU is to do something different for a certain niche of players. PvE + PvP is found in a ton of games already, I really do not see the point of making another. NOT doing PvE is not only a big advantage in terms of a USP, but it avoids the conflict between PvE + PvP and also allows devs to concentrate on getting one thing right... RvR PvP.

    image
  • belatucadrosbelatucadros Member UncommonPosts: 264
    Originally posted by Ilaya
    The whole PvE which DaoC had.

    Negative.

    Also, I want to see the player built keeps/etc fleshed out as fully as possible. Ideally that is part of the current target but if not, let's throw money at it.

  • binskkibinskki Member CommonPosts: 153

    One of my favorite things in DAoC was the game's weather and its day/night progressions. 

    Weather changes did not affect mobility (although things getting slippery when it rains, etc., is a really cool idea!), but heavy rain or mist did affect visibility to some extent...and the weather was also stunningly beautiful, which added a huge amount to the immersive enjoyment of the game.  More of that sort of thing would be great - and stronger advantages/disadvantages associated with it would add an interesting note of randomness to strategy.  ("Oh, crap, it's starting to rain!")

     

    image

    Sunset in Shannon Estuary

     

    DAoC night was dark and definitely made it easier to stumble over something (or someone) that you didn't want to), but not so incredibly dark that you were walking into trees.  I found the nights in EverQuest were too dark for me to do much at all unless I fiddled around with my screen settings a bunch.  Admittedly, I am a bit blind, lol, but I liked that DAoC nights were unmistakably night, and made me have to be more careful, but did not incapacitate me (without a light source or some special power).

    I also thought the timing of the day/night progression in Dark Age was about right...anyone remember exactly how long the cycle was?

  • OldskooOldskoo Member UncommonPosts: 189
    I was really happy when Mark mentioned day/night cylces. I'd be all for weather and seasons as well, even if the effects of it were mostly just visual. I think this is something that is rarely done right  but, even  the change from day to night alone (when done well) can give a real sense of time advancement in the game, add a greater sense of realism to the world, and can oftenchange your visual perception of a setting dramatically. Who knows what type of ambush or invasion party lies in the darkness just beyond the light of our Keep's torches?  :)

    image

  • infuzorinfuzor Member Posts: 17
    Darkness Falls or Darkness mines or  something similar to DAoC DF. I will live there. :)
  • IlayaIlaya Member UncommonPosts: 661
    Originally posted by Daizedd
    Originally posted by Ilaya
    The whole PvE which DaoC had.

    No thanks.

    The whole idea behind CU is to do something different for a certain niche of players. PvE + PvP is found in a ton of games already, I really do not see the point of making another. NOT doing PvE is not only a big advantage in terms of a USP, but it avoids the conflict between PvE + PvP and also allows devs to concentrate on getting one thing right... RvR PvP.

    My comment was more sarcastic. Need no lesson about what DaoC was and what "CU" is about.

    It will be just an Epic Fail. He should have gone for DaoC 2, he would EASY get Millions over Millions for his project and not for that "dumb" idea hes going now. Not even DF is in.

    Bullshit.

  • OdamanOdaman Member UncommonPosts: 195
    Like 1 more class per realm and maybe a race or two. Even then I don't think i'd announce something like that... since there's a chance that 1 class just isn't up to standards. More skins for armor/weapons, and more work put into the crafting system (particularly buildings). DF sounds pretty awesome though. I figured dynamic weather would be part of the game already, but if it isn't then I'd definitely like to see it....
  • DaizeddDaizedd Member Posts: 142
    For crafters (I won't be one): Personalisation system where you can really personalise the in-game look of what you make (not just a sig on the tool-tip).

    image
  • SorninSornin Member Posts: 1,133
    Originally posted by binskki

    One of my favorite things in DAoC was the game's weather and its day/night progressions. 

    Weather changes did not affect mobility (although things getting slippery when it rains, etc., is a really cool idea!), but heavy rain or mist did affect visibility to some extent...and the weather was also stunningly beautiful, which added a huge amount to the immersive enjoyment of the game.  More of that sort of thing would be great - and stronger advantages/disadvantages associated with it would add an interesting note of randomness to strategy.  ("Oh, crap, it's starting to rain!")

     

    image

    Sunset in Shannon Estuary

     

    DAoC night was dark and definitely made it easier to stumble over something (or someone) that you didn't want to), but not so incredibly dark that you were walking into trees.  I found the nights in EverQuest were too dark for me to do much at all unless I fiddled around with my screen settings a bunch.  Admittedly, I am a bit blind, lol, but I liked that DAoC nights were unmistakably night, and made me have to be more careful, but did not incapacitate me (without a light source or some special power).

    I also thought the timing of the day/night progression in Dark Age was about right...anyone remember exactly how long the cycle was?

    I agree that for its time, Dark Age of Camelot had great graphics and good overall visual design. It has aged decently, too. I just started playing it on a new account again for fun, and though the UI is definitely dated, it is still easy on the eyes.

    image

  • tinuelletinuelle Member UncommonPosts: 363

    Guild banners that can be raised on the field of battle (only visual effect) too rally or signalize your guilds approach, and shield/chest with guild banner/emblem.

    Of course the only effect of this would be the reputation/recognition of the banners and the players reaction to it/psychological effect.

    image
  • ZorinnZorinn Member Posts: 5
    As mentioned by others a Darkness Falls type dungeon where you could find unique crafting materials and places where you could infuse your weapons with a temporary magic of some kind (that would last until you lost the access).

    Zorin
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  • DrakonalDrakonal Member Posts: 42
    Originally posted by Ilaya
    Originally posted by Daizedd
    Originally posted by Ilaya
    The whole PvE which DaoC had.

    No thanks.

    The whole idea behind CU is to do something different for a certain niche of players. PvE + PvP is found in a ton of games already, I really do not see the point of making another. NOT doing PvE is not only a big advantage in terms of a USP, but it avoids the conflict between PvE + PvP and also allows devs to concentrate on getting one thing right... RvR PvP.

    My comment was more sarcastic. Need no lesson about what DaoC was and what "CU" is about.

    It will be just an Epic Fail. He should have gone for DaoC 2, he would EASY get Millions over Millions for his project and not for that "dumb" idea hes going now. Not even DF is in.

    Bullshit.

    This post would suggest that your sarcasim was seriousness in your head. If you don't like what CU is all about don't back it, play it, or lurk on the boards where mainly people who are excited for this type of game niche post.

    Drakonal of Lancelot/Kay
    Drakulaz of Mordred
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  • VargurVargur Member CommonPosts: 143

    I'd like to see a few PvE raids included as an option. I recall fondly how Midgard/Gunievere rallied for a trip to Malmohus and some dragonslaying, or a tour of the Tuscarian Glacier. These events were a good way to get people to join up and get to know one another. It could also be helpful to build realm pride.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Stiler

    Extra Races/Classes

    More in depth crafting system

     

     /this

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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  • Ice-QueenIce-Queen Member UncommonPosts: 2,483

    If we get what we've already been told of, I'll be a happy camper. One thing that isn't RvR related that I always love is housing (done well). I like the idea of having a house and being able to sell my goods there with a vendor. Being able to put my trophies inside my house  in nice displays.

    I suppose if I had a wish it would be to have a seige equipment much like in the movies LoTR where you have seige towers that you push up to the wall and seige ladders to scale the sides of castles,

    image

    What happens when you log off your characters????.....
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  • belatucadrosbelatucadros Member UncommonPosts: 264

    Siege ladders: YES PLEASE.

    Nobody wants to sit at the bottom of a wall waiting for the wall/door to fall.

  • HeartsparkHeartspark Member Posts: 69

    One thing i don't want to see is expanded areas.   Lots games expand land areas to fast for populations and lots of dead zones devolop.

    I also want the game to be released on time and not expand the time just because extra funding.  Other things can be added after release. 

     

    What I would like to see is making sure each realm classes are unique.   I'm all for expanding classes/abilities as well.

    Heartspark: Animist rr12, bors, Lone Enforcer, Retired

    Dranzerk: Berzerker (kay) retired
    Dhei: Spiritmaster (Kay) retired
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